wow you guys are fast, very cool. DC1 took over a year to get a single mod. how are your plans about new scenrios? is this something you plan to do? or will you stick to editing maps and existing scenarios for now?

wow you guys are fast, very cool. DC1 took over a year to get a single mod. how are your plans about new scenrios? is this something you plan to do? or will you stick to editing maps and existing scenarios for now?

There are big plans in my mind for new scenarios like Barbarossa and Bagration, or even Normandy and the American Civil War one day - it's possible. But first we need to learn the system in depth, so modding existing scenarios is the first step. We are only scratching the surface right now and I am starting by producing more of the 'small battles', like the Kerch scenario that Vic posted. Even with this, I haven't understood how to edit the OOB and events properly.

To build a completely new scenario, the tough part is building a new OOB from scratch and defining the events code. I don't yet know how to do that. If more modders join up, it will move much faster. For example, I was able to focus on this for some days because it's the summer quiet period, but now my work is calling me again. We need to create some virtual mod teams with people covering the following areas:

- Battle, Map and OOB research (no technical skill needed - just find the correct info in a format modders can use easily) - Map development (me and Krupp_88 for example) - OOB development (guys like WilliePete, but we need more because it's a lot of work) - Event coding (probably one clever guy could cover this) - New artwork (me and a couple more)

I would like to start with a 1941 mod that covers AGS (basically, the same map with about 20 hexes added in the West and 20 removed in the East, a June 22 1941 OOB and some Barbarossa events code). I think this could be done part time in a couple of months.

wow you guys are fast, very cool. DC1 took over a year to get a single mod. how are your plans about new scenrios? is this something you plan to do? or will you stick to editing maps and existing scenarios for now?

There are big plans in my mind for new scenarios like Barbarossa and Bagration, or even Normandy and the American Civil War one day - it's possible. But first we need to learn the system in depth, so modding existing scenarios is the first step. We are only scratching the surface right now and I am starting by producing more of the 'small battles', like the Kerch scenario that Vic posted. Even with this, I haven't understood how to edit the OOB and events properly.

To build a completely new scenario, the tough part is building a new OOB from scratch and defining the events code. I don't yet know how to do that. If more modders join up, it will move much faster. For example, I was able to focus on this for some days because it's the summer quiet period, but now my work is calling me again. We need to create some virtual mod teams with people covering the following areas:

- Battle, Map and OOB research (no technical skill needed - just find the correct info in a format modders can use easily) - Map development (me and Krupp_88 for example) - OOB development (guys like WilliePete, but we need more because it's a lot of work) - Event coding (probably one clever guy could cover this) - New artwork (me and a couple more)

I would like to start with a 1941 mod that covers AGS (basically, the same map with about 20 hexes added in the West and 20 removed in the East, a June 22 1941 OOB and some Barbarossa events code). I think this could be done part time in a couple of months.

Committed volunteers needed!

I volunteer for the OOB and TOE research. I have a lot of experience with that and documentation stored, having done scenarios for TOAW and Battlefields.

I'm curious about the Nebelwerfer/Katyusha 'auto death' mechanic to begin with -- it seems strange and seems to imply that these units are overpowered - or at least, potentially combat unbalancing? I'd be curious to hear more about why Vic went with a "one and done" approach, one combat, then remove unit from the game.

It would seem to suggest that if you're going to mod out auto death, a nerf for these units might well be necessary. - ?

I'm curious about the Nebelwerfer/Katyusha 'auto death' mechanic to begin with -- it seems strange and seems to imply that these units are overpowered - or at least, potentially combat unbalancing? I'd be curious to hear more about why Vic went with a "one and done" approach, one combat, then remove unit from the game.

It would seem to suggest that if you're going to mod out auto death, a nerf for these units might well be necessary. - ?

Yes, quite possibly true. Once we get some player feedback we can look at the other unit settings.

In fact, WP had originally pointed me at how to mod the Nebelwerfer and I added the Katyusha to the list to balance things out.

However, looking at their effect on the battle prior to the mod, it didn't seem particularly dramatic. I think it's realistic for the player to have a few specialist resources like this that he can cross-attach and concentrate at key points. Remember, they will still require 4 turns to rebuild their stockpiles.

I think it will turn out to be a big impact since these weapons are super powerful. The combat efficiency might need to be tweaked downwards. And you might need to tone down replacements for these pieces of equipment or you would have a ton of them standing way.

I would like to start with a 1941 mod that covers AGS (basically, the same map with about 20 hexes added in the West and 20 removed in the East, a June 22 1941 OOB and some Barbarossa events code). I think this could be done part time in a couple of months.

Sorry about that. I was hoping some people would test the mod and feedback, but nobody did. Now that I understand the game in a bit more depth, I realise that there are probably some issues with this mod, so I took it down for a while. Need to look at how replacements will work and also how to limit the ability of players to spawn dozens of these units...

Ah, OK, I misunderstood you. The unit doesn't poof, but the Nebelwerfer "trooptype" does. It comes back as replacements, so we'll be able to use it once every 3-5 turns or so. Is that so out of whack historically? Rockets were hard to come by at the front. In OCS's boardgame "Case Blue", I don't fire my rockets more than once every couple weeks, although in that game it's because they're abstracted as just costing lots and lots of supply.

oh let me take a quick look at the events redmarkus4 i bet it's in a stringlist somewhere and i can point you in the right direction. :) though i kinda liked that these babies are rare since they were rare and powerful in reality.

1. Set rockets to use heavy artillery reinforcement type. (I will change this back to 'Rocket' as the Reinf string looks good to go, right?) 2. Set them to not die after first use. 3. Reduced their attack value to 2 (Neb) and 4 (Kat) down from 12 and 16. So, they are still 2x150mm, which is plenty, but they should now hang around for the duration of the game. 4. Gave them an artillery range of 2, so you don't need to put them in the front line. 5. Gave them the motorized movement type to allow players to concentrate them at key points more easily - reflects their actual usage. 6. Assigned them to Army HQs in the Case Blue scenario I am still modding.

I am pretty sure there's a setting to prevent the player from building/spamming any given unit type but I can't find it...

1. Set rockets to use heavy artillery reinforcement type. (I will change this back to 'Rocket' as the Reinf string looks good to go, right?) 2. Set them to not die after first use. 3. Reduced their attack value to 2 (Neb) and 4 (Kat) down from 12 and 16. So, they are still 2x150mm, which is plenty, but they should now hang around for the duration of the game. 4. Gave them an artillery range of 2, so you don't need to put them in the front line. 5. Gave them the motorized movement type to allow players to concentrate them at key points more easily - reflects their actual usage. 6. Assigned them to Army HQs in the Case Blue scenario I am still modding.

I am pretty sure there's a setting to prevent the player from building/spamming any given unit type but I can't find it...